Member Function Documentation

What this will do is traverse all objects registered to the visibility culler. If some object implements iShadowCaster then this function will use the shadows casted by that object and put them in the frustum view. This function will then also call the object function which is assigned to iFrustumView. That object function will (for example) call iShadowReceiver->CastShadows() to cast the collected shadows on the shadow receiver.

Intersect a beam using this culler and return the intersection point, the mesh and optional polygon index.

If the returned mesh is 0 then this means that the object belonging to the culler itself was hit. Some meshes don't support returning polygon indices in which case that field will always be -1. If accurate is false then a less accurate (and faster) method is used. In that case the polygon index will never be filled.